/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Tencent is pleased to support the open source community by making behaviac available.
//
// Copyright (C) 2015 THL A29 Limited, a Tencent company. All rights reserved.
//
// Licensed under the BSD 3-Clause License (the "License"); you may not use this file except in compliance with
// the License. You may obtain a copy of the License at http://opensource.org/licenses/BSD-3-Clause
//
// Unless required by applicable law or agreed to in writing, software distributed under the License is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and limitations under the License.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////

#include "behaviac/base/base.h"
#include "behaviac/behaviortree/nodes/conditions/and.h"

namespace behaviac
{
	And::And()
	{}

	And::~And()
	{}

	void And::load(int version, const char* agentType, const properties_t& properties)
	{
		super::load(version, agentType, properties);
	}

	bool And::IsValid(Agent* pAgent, BehaviorTask* pTask) const
	{
		if (!And::DynamicCast(pTask->GetNode()))
		{
			return false;
		}
	
		return super::IsValid(pAgent, pTask);
	}


	BehaviorTask* And::createTask() const
	{
		AndTask* pTask = BEHAVIAC_NEW AndTask();
		

		return pTask;
	}

	void AndTask::copyto(BehaviorTask* target) const
	{
		super::copyto(target);
	}


	void AndTask::save(ISerializableNode* node) const
	{
		super::save(node);
	}

	void AndTask::load(ISerializableNode* node)
	{
		super::load(node);
	}



    EBTStatus AndTask::update(Agent* pAgent, EBTStatus childStatus)
    {
        BEHAVIAC_UNUSED_VAR(pAgent);
        BEHAVIAC_UNUSED_VAR(childStatus);

		//BEHAVIAC_ASSERT(this->m_children.size() == 2);

		for (BehaviorTasks_t::iterator it = this->m_children.begin(); it != this->m_children.end(); ++it)
        {
            BehaviorTask* pBehavior = *it;
            EBTStatus s = pBehavior->exec(pAgent);

            // If the child fails, fails
            if (s == BT_FAILURE)
            {
                return s;
            }

			BEHAVIAC_ASSERT(s == BT_SUCCESS);
        }

		return BT_SUCCESS;
    }

}